#type vertex
#version 330 core
layout (location = 0) in vec3 aPos;

uniform vec2 _position;

void main() {
    gl_Position = vec4(aPos + vec3(_position, 0.0), 1.0);
}

#type fragment
#version 330 core

uniform vec3 _color;

out vec4 FragOut;

void main() {
    FragOut = vec4(_color, 1.0);
}
